I’ve played a lot of UNDERTALE since it came out a few months ago. One thing that really grabbed me about it is just how fun the combat is, so over Christmas I decided to try my hand at the bullet hell genre, just for fun.
It’s still very much a work-in-progress with a lot of temporary assets and effects, but I have some ideas for making it into its own thing.
UNDERTALE spoilers(??) by the way.
Continue reading “BULLET HELL – Development”
AIMEE is a model created for use in a video game. As I wanted to explore making a 3D combat engine, I decided to create a model I would enjoy working with.
With Aimee I had several goals in mind:
– To learn suitable topology for a smoother deformation,
– To create a fully rigged 3D model for use in a video game,
– To begin to explore 3D animation,
– To learn the pipeline for importing models and animations into Unreal Engine 4.
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ECTO-DETECT-O was a project created in the Abertay Game Development Society’s first game jam. The jam lasted a total of 20 hours.
You can download both the Jam version and the Updated version on my itch.io page.
Once the jam was over I decided to polish and improve on the initial build.
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WEAPON EFFECT UI FOR MAYA was a project undertaken during the Scripting and Dynamics module at University, where we were given the freedom of choice concerning what to produce.
As the module dealt with tools and simulations in Maya, I decided to develop a tool that would allow an animator to add loft surface sweeps and particle emitters to weapons and props for quick pre-visualisation of effects, with the intention of the tool being used for video games where weapons normally have effect trails.
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CHANDELURE was a project undertaken to try out the techniques used in Arc System’s Works game Guilty Gear Xrd -SIGN-.
The game itself has an incredibly convincing Fake 2D style, created with a unique art and asset pipeline during game development.
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